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Searched refs:subpassDesc (Results 1 - 25 of 26) sorted by relevance

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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_create_functions_vk.cpp281 const RenderPassSubpassDesc& subpassDesc = subpassDescs[subpassIdx]; in CreateRenderPassCombined() local
289 if (subpassDesc.inputAttachmentCount > 0) { in CreateRenderPassCombined()
291 CreateAttachmentReferences(subpassDesc.inputAttachmentIndices, layouts, subpassDesc.inputAttachmentCount, in CreateRenderPassCombined()
293 referenceIndex += subpassDesc.inputAttachmentCount; in CreateRenderPassCombined()
297 if (subpassDesc.colorAttachmentCount > 0) { in CreateRenderPassCombined()
299 CreateAttachmentReferences(subpassDesc.colorAttachmentIndices, layouts, subpassDesc.colorAttachmentCount, in CreateRenderPassCombined()
301 referenceIndex += subpassDesc.colorAttachmentCount; in CreateRenderPassCombined()
305 if (subpassDesc in CreateRenderPassCombined()
463 const RenderPassSubpassDesc& subpassDesc = subpassDescs[subpassIdx]; CreateRenderPassCombined2() local
651 const auto& subpassDesc = beginRenderPass.subpasses[subpassIdx]; CreateRenderPass() local
679 const auto& subpassDesc = beginRenderPass.subpasses[subpassIdx]; CreateRenderPassCompatibility() local
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp107 auto& subpassDesc = renderPass.subpassDesc; in UpdateCustomCameraTargets() local
110 if ((subpassDesc.depthAttachmentCount == 1) && camera.depthTarget) { in UpdateCustomCameraTargets()
111 renderPassDesc.attachmentHandles[subpassDesc.depthAttachmentIndex] = camera.depthTarget.GetHandle(); in UpdateCustomCameraTargets()
113 if ((subpassDesc.colorAttachmentCount >= 1) && camera.colorTargets[0u]) { in UpdateCustomCameraTargets()
114 renderPassDesc.attachmentHandles[subpassDesc.colorAttachmentIndices[0]] = in UpdateCustomCameraTargets()
124 auto& subpassDesc = renderPass.subpassDesc; in UpdateCustomCameraLoadStore() local
125 if ((subpassDesc.depthAttachmentCount == 1) && in UpdateCustomCameraLoadStore()
126 (subpassDesc in UpdateCustomCameraLoadStore()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_copy_helper.cpp47 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass()
48 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass()
93 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
H A Drender_node_default_material_deferred_shading.cpp162 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
265 const auto& subpassDesc = renderPass_.subpassDesc; in UpdateSet01() local
266 for (uint32_t bindingIdx = 0; bindingIdx < subpassDesc.inputAttachmentCount; ++bindingIdx) { in UpdateSet01()
268 bindingIdx, renderPassDesc.attachmentHandles[subpassDesc.inputAttachmentIndices[bindingIdx]]); in UpdateSet01()
H A Drender_node_camera_cubemap.cpp233 renderPass.subpassDesc.viewMask = 0x3f; in ExecuteSinglePostProcess()
234 renderPass.subpassDesc.colorAttachmentCount = 1U; in ExecuteSinglePostProcess()
235 renderPass.subpassDesc.colorAttachmentIndices[0U] = 0U; in ExecuteSinglePostProcess()
278 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteSinglePostProcess()
H A Drender_node_default_shadows_blur.cpp157 auto& subpass = renderPass.subpassDesc; in ProcessSingleShadow()
238 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderBlur()
H A Drender_node_default_env.cpp163 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
355 ResetRenderSlotData(renderPass_.subpassDesc.viewMask > 1U); in UpdateCurrentScene()
H A Drender_node_default_shadow_render_slot.cpp261 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
562 auto& subpass = renderPass.subpassDesc; in CreateRenderPass()
H A Drender_node_default_material_render_slot.cpp257 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
646 if (renderPass_.subpassDesc.viewMask > 1U) { in UpdateCurrentScene()
H A Drender_node_camera_single_post_process.cpp342 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteSinglePostProcess()
H A Drender_node_default_depth_render_slot.cpp138 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_motion_blur.cpp197 auto& subpass = renderPass.subpassDesc; in Execute()
201 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
251 auto& subpass = renderPass.subpassDesc; in ExecuteTileVelocity()
276 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity()
309 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity()
338 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity()
H A Drender_bloom.cpp326 RenderPassSubpassDesc& subpassDesc = renderPass.subpassDesc; in GraphicsBloom() local
327 subpassDesc.colorAttachmentCount = 1; in GraphicsBloom()
328 subpassDesc.colorAttachmentIndices[0] = 0; in GraphicsBloom()
354 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderDownscaleAndThreshold()
397 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderDownscale()
427 renderPassUpscale.subpassDesc.inputAttachmentCount = 1; in RenderUpscale()
428 renderPassUpscale.subpassDesc.inputAttachmentIndices[0] = 0; in RenderUpscale()
447 cmdList.BeginRenderPass(renderPassUpscale.renderPassDesc, 0, renderPassUpscale.subpassDesc); in RenderUpscale()
487 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderCombine()
712 RenderPassSubpassDesc subpassDesc = renderPass.subpassDesc; CreateRenderPsos() local
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H A Drender_copy.cpp54 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass()
55 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass()
121 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
H A Drender_node_shader_passes_generic.cpp56 rp.subpassDesc = renderPassInput.subpassDesc; in ConvertToLowLevelRenderPass()
171 cmdList.BeginRenderPass(renderPass.renderPassDesc, { &renderPass.subpassDesc, 1U }); in ExecuteFrameGraphics()
177 if (ref.renderPass.subpassDesc.fragmentShadingRateAttachmentCount > 0) { in ExecuteFrameGraphics()
356 const uint32_t dynamicStateCount = (renderPass.subpassDesc.fragmentShadingRateAttachmentIndex != ~0u) ? 3u : 2u; in GetPsoHandleGraphics()
H A Drender_node_fullscreen_generic.cpp124 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteFrame()
135 if (renderPass.subpassDesc.fragmentShadingRateAttachmentCount > 0) { in ExecuteFrame()
H A Drender_blur.cpp118 auto& subpass = renderPass.subpassDesc; in Execute()
228 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderData()
327 di.renderPass.renderPassDesc, di.renderPass.subpassStartIndex, di.renderPass.subpassDesc); in BlurPass()
H A Drender_node_mip_chain_post_process.cpp309 auto& subpass = renderPass.subpassDesc; in GetBaseRenderPass()
393 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderGraphics()
H A Drender_node_back_buffer.cpp118 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_node_post_process_util.cpp83 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass()
84 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass()
520 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteCombine()
579 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteFXAA()
634 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTAA()
699 rp.subpassDesc.colorAttachmentCount = 2u; in ExecuteDofBlur()
700 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in ExecuteDofBlur()
701 rp.subpassDesc.colorAttachmentIndices[1u] = 1u; in ExecuteDofBlur()
711 cmdList.BeginRenderPass(rp.renderPassDesc, rp.subpassStartIndex, rp.subpassDesc); in ExecuteDofBlur()
781 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteDof()
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H A Drender_command_list.cpp929 const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) in BeginRenderPass()
954 ValidateRenderPassAttachment(nodeName_, gpuResourceMgr_, renderPassDesc, { &subpassDesc, 1u }); in BeginRenderPass()
996 data->subpasses[subpassIdx] = subpassDesc; in BeginRenderPass()
997 valid = valid && ProcessInputAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass()
998 valid = valid && ProcessColorAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass()
999 valid = valid && ProcessResolveAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass()
1000 valid = valid && ProcessDepthAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass()
1002 ProcessFragmentShadingRateAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass()
928 BeginRenderPass( const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) BeginRenderPass() argument
H A Drender_node_util.cpp297 auto& spDesc = rp.subpassDesc; in CreateRenderPass()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/
H A Dintf_render_command_list.h144 * @param subpassDesc Subpass descriptor
147 const RenderPassSubpassDesc& subpassDesc) = 0;
/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/
H A Drender_node_dotfield_render.cpp114 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dpipeline_state_desc.h1087 RenderPassSubpassDesc subpassDesc; member
1097 RenderPassSubpassDesc subpassDesc; member

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